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2020 | 17 | 1 |

Article title

What can digital games teach us about (dominant) masculinity?

Content

Title variants

Languages of publication

EN

Abstracts

PL
Digital games are a medium of constantly growing socio-cultural significance, which strengthens and expands their potential to influence players. Participation in digital games, however, is indirect and thus accomplished through an avatar – a hero, an object or a more abstract structure that allows the player to impose his will in the game world. At the same time, male avatars embody a specific type of masculinity, symbolically affecting the user. This mutual interaction can be of particular importance in shaping the ideas and views around one’s masculinity or its patterns in the cultural and social dimension. In this sense, players learn from games how to be a man. This article constitutes an attempt at capturing the leading types of masculinity among the main protagonists of the most popular digital games. The study shows that many popular games reproduce the stereotypical narratives of dominant masculinity as understood by Zbyszko Melosik. The article contains an attempt at indicating the reasons for this state of affairs and the possible consequences for the players.

Year

Volume

17

Issue

1

Physical description

Dates

published
2020-06-15

Contributors

References

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.ojs-issn-2300-0422-year-2020-volume-17-issue-1-article-26608
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